Rational Versus Intuitive Processing

Author:

Krcmar Marina1,Eden Allison2

Affiliation:

1. Department of Communication, Wake Forest University, Winston-Salem, NC, USA

2. Department of Communication Science, VU University Amsterdam, Amsterdam, The Netherlands

Abstract

Abstract. This study explored two main theoretical propositions. First, we tested Hartmann’s (2011 , 2012 ) notion that video games are processed via two separate cognitive systems: System 1, the automatic system, and System 2, the rational system. Specifically, we used a cognitive load manipulation to test if intuitive moral responses such as guilt and anthropomorphism are processed in System 1. Second, we utilized moral foundations theory to test the effect of care salience on guilt and in-game aggression. Using an experimental design ( n = 94), the results indicate that under conditions of cognitive load, players had somewhat lower in-game aggression. Effects on guilt and anthropomorphism were in the same direction, albeit with small effects. In terms of moral foundations, we found that care salience was not negatively related to in-game aggression but was directly related to guilt, indicating that greater emphasis on the moral foundation of care resulted in greater guilt. Also, anthropomorphism was positively related to experienced guilt and negatively related to in-game aggression.

Publisher

Hogrefe Publishing Group

Subject

Applied Psychology,Communication,Social Psychology

Reference48 articles.

1. Bowman, N. D. (2016). Video gaming as co-production. In R. Lind (Ed.), Producing 2.0: The intersection of audiences and production in a digital world (Vol. 2, pp. 107–123). New York, NY: Peter Lang Publishing.

2. A massively moral game? Mass Effect as a case study to understand the influence of players’ moral intuitions on adherence to hero or antihero play styles

3. “I Really Liked That Movie”

4. Anthropomorphism and mechanomorphism: Two faces of the human machine

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